AoeStats
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African Clearing

503985678Analyzed
2v2 RM · 7d ago on Sep 3, 2026· 44m 23s· 4 players
Game mode
Random Map
Map size
Medium (4 player)
Population
200
Speed
Normal
Resources
Standard
Victory
Conquest
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
🇳🇿 Maya · New Zealand
867
+15
🇳🇿 Huns · New Zealand
861
+15
🇬🇧 Turks · United Kingdom
863
-16
🇨🇳 Spanish · China
827
-14
Player eAPM Actions Feudal Castle Imperial Opening
35 1,575 13:24 24:32 ⚔ Scouts into Skirms into Towers
24 1,081 16:08 23:40 ⚔ Skirmisher Rush
24 1,086 13:15 25:05 ⚔ Archer Rush
12 532 17:13 30:34 41:39 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
12,825 13,660 5,610 1,150 33,245 34,260
12,280 7,497 3,405 1,905 25,087 25,221
10,715 9,969 1,930 1,550 24,164 25,310
12,290 5,700 4,430 935 23,355 28,034
eAPM counts every action except AI orders — the automated orders the game issues on a player's behalf, which would otherwise inflate the number. Age times are when the player reached the age (hover for the click that started it). Openings are inferred from early production and building placement, and are omitted when unclear. The four resource columns are what a player spent — units and buildings ordered plus technologies researched, at standard costs; technologies a civ gets for free cost nothing, other civ discounts are not modelled. Collected adds what was still banked at the end, like the game's own statistics screen: a recording tracks the stockpile as one number rather than four, so it is a total only, and market trades shift resources without gathering any.
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